Map wont compile if VIS is turned on.

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ZeGermanMedic

L1: Registered
Sep 10, 2014
24
8
You can see my problem in the title. If I compile my map without it everything works fine, except for water. It will be invisible. And turning Vis on should fix it i guess. But heres the problem, If i try to compile it with vis turned on it will just keep loading ( 2 hours ) without any response, ending up crashing. I really dont know what to do. Is there a way i can get the logs without finishing the compile?

Thanks in advance,
~ZeG
 

henke37

aa
Sep 23, 2011
2,075
515
Five bucks on "not enough func_detail".
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
if you're in Fast vvis, the map might be too big, or you have some weird brushwork.

For everything else, you really want to func_detail all teh weird, small brushes. Just select the brush (or group of brushes) and hit Ctrl+T. This should default should be func_detail for that, if not, jsut change it.


Five bucks on "not enough func_detail".

There are nicer things to say in this situation, like providing an actual possible fix, rather than a 1-off comment.
 

ZeGermanMedic

L1: Registered
Sep 10, 2014
24
8
if you're in Fast vvis, the map might be too big, or you have some weird brushwork.

For everything else, you really want to func_detail all teh weird, small brushes. Just select the brush (or group of brushes) and hit Ctrl+T. This should default should be func_detail for that, if not, jsut change it.




There are nicer things to say in this situation, like providing an actual possible fix, rather than a 1-off comment.

So. Since I am such a dumbfuck, maybe you should take a closer look at the map, and tell me whats wrong with it.

https://www.dropbox.com/s/74f2iz1xzxiohj0/trade_strife_forest_a2b.vmf?dl=0

Heres the vmf. file

EDIT: And yes, I will make a better skybox soon. Maybe the skybox is the reason though.
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
So. Since I am such a dumbfuck, maybe you should take a closer look at the map, and tell me whats wrong with it.

https://www.dropbox.com/s/74f2iz1xzxiohj0/trade_strife_forest_a2b.vmf?dl=0

Heres the vmf. file

EDIT: And yes, I will make a better skybox soon. Maybe the skybox is the reason though.

Okay, so the big glass window bit infront of red spawn looks either cut or carved and it's causeing some really weird off-grid angles and joints. Look into the vertex manipulation tool (very bottom button, or Shift+V keyboard shortcut) to do the same thing. You'll use half the brushes, and save a bunch of time compiling. Ontop of that, turn it into a func_detail.

You should func_detail the angled rooves too.

You have some angled wood planks that people walk up, and some supports in the caves, func_detail that.

Basically, unless it's a big brush thats blocking a lot of stuff, you can func_detail it. (so all the little supports, rooves, stairs made of brushes, etc). Also, use the vertex manipulation tool to make the angled geometry of the glass windows, rather than cutting/carving.

(A note with the vertex tool, don't make a concave brush. That is, don't make a brush that goes in on itself. Always use 2 brushes for that).
 

ZeGermanMedic

L1: Registered
Sep 10, 2014
24
8
Okay, so the big glass window bit infront of red spawn looks either cut or carved and it's causeing some really weird off-grid angles and joints. Look into the vertex manipulation tool (very bottom button, or Shift+V keyboard shortcut) to do the same thing. You'll use half the brushes, and save a bunch of time compiling. Ontop of that, turn it into a func_detail.

You should func_detail the angled rooves too.

You have some angled wood planks that people walk up, and some supports in the caves, func_detail that.

Basically, unless it's a big brush thats blocking a lot of stuff, you can func_detail it. (so all the little supports, rooves, stairs made of brushes, etc). Also, use the vertex manipulation tool to make the angled geometry of the glass windows, rather than cutting/carving.

(A note with the vertex tool, don't make a concave brush. That is, don't make a brush that goes in on itself. Always use 2 brushes for that).

Okay, I will fix that! I am not too familiar with the func_detail. i beeeetter get used to it soon.

EDIT: FINALLY, got my map working. Thanks so much c:
 
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I had exactly your problem, and func_detailing cut my compile times to nothing AND consolidated my debt into one easy monthly payment! Thanks, Obama!

The lazy man's way to know what to func detail is to func detail anything that isn't a box, or is a box and isn't large.
 

xzzy

aa
Jan 30, 2010
815
531
That works until it starts bitching about t-juncts and waterindices.

But by that point you'll probably be a smarter mapper and better equipped to deal with it.
 

Dain

L3: Member
Oct 21, 2009
106
43
One thing you should be careful of is that func_detail does not seal the map against the void. Only worldbrushes (aka ordinary brushes) seal the map.

A useful thing to do is to is use the automatic func_detail visgroup to see what stuff is and is not func_detail.

y4x88K4.png


This can help both when tracking down leaks and when figuring out what else you need to func_detail. For example, here is a section of Dustbowl with func_detail enabled and disabled:

DgfUBaD.jpg

6RJafPD.jpg


It'd be a good idea for you to read up on func_detail and how visibility works in general in Source games, on the Valve Dev Wiki:

https://developer.valvesoftware.com/wiki/Visleaf
https://developer.valvesoftware.com/wiki/VVIS
https://developer.valvesoftware.com/wiki/Func_detail
https://developer.valvesoftware.com/wiki/Visibility_optimization
 
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